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Peacock matchup thread

@everybodyelse
Mirror matchup really depends a lot on which projectiles the other Peacock decides to use. I've tried using TeleBomb but people usually start blocking as soon as they see a tele, and the bomb comes out slow. Using s.HP into teleport is actually sometimes fast enough that they'll get caught by it if they were spamming projectiles, but then you have to be careful of MK bomb. If you're looking to win the projectile war then LnL is there to soak up bombs and fireballs and HP item drop is your best friend, it's fast enough to catch people in animations.
You don't have to hit them with a crossup to make teleport useful in the mirror. You just have to teleport while the other Peacock is committed to a long animation, like HP gun or bomb xx another bomb.
 
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You don't have to hit them with a crossup to make teleport useful in the mirror. You just have to teleport while the other Peacock is committed to a long animation, like HP gun or bomb xx another bomb.
At the bare minimum I'd want to put a s.HP in there on my approach to make it feel safer. If I've read that they're a bomb/HP bang happy Peacock I could throw out a teleport faster to catch them out, but typically, since I can cancel s.HP into the teleport, I feel like I'm not losing much for an extra safety net/bit of damage.
 
I feel like squigly is easily peacock's best matchup. She very little means for getting through the gaps of peacock's arsenal. Her only real solid way of dealing with her is SBO.

The fact that Peacock can do j.HK, airdash cancel backwards faster than squigly can approach should be enough to show how derpy the MU can be.
 
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I think squigly actually has decent movement for getting past peacock's long rang game. Against gfarmer in particular I found her divekick moved her forward enough to make level 1 shadows whiff, and her double jumps got her past airshow pretty well. That said, if peacock is running away, squigly has a hard time catching her. If squigly has the right assists (bomber, brass knuckle, a good projectile) then peacock needs to play it quite differently.

Against squigly/brass knuckle in particular I found I had to resort to super jump + mp shadow turtling. Since anything more than a single bomb here or there would get me knuckled, squigly was actually pretty free to abuse level 2 sing shenanigans. Once the sing stuff is n play, it's even more risky to go for zoning patterns, you need to play it more like you would against double.

Some more thoughts on the Filia matchup. After playing Budubs I think it's safe to say that airshow patterns against a good Filia is asking for trouble. Unless you want to play risky and call their movement out with hp bang or something, you need to avoid committing time to more than maybe one bomb and a shadow call. Avery helps bridge the gap between a ground bomb and a shadow call, but if you do it predictably you're probably gonna eat a gregor.

So let's assume you're playing in this 1 bomb + shadow style. Now Filia wants to approach from the air and keep enough forward momentum to avoid a level 1-2 shadow. She can do this with air dashes, air hairballs and j.hk. Smokey (an australian player) likes to whiff an air hairball at just above mp bang height, and then dash cancel it into pressure. As Peacock it's quite difficult to punish if the hairball actually whiffs, since if you release the item drop early, Filia will have moved out of the way by the time you come out of blockstun. My solution is to jump up to meet the hairball so that it's not dash cancellable. If you have a shadow charging, then this is a free combo.
 
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I know I was supposed to write up my thoughts on these match ups more than a month ago. I've put that off for various reasons, including schedule changes, job searching, impatience, and a huge misunderstanding of how drafts work. So for that, I apologize. I didn't want to write a bunch of quick snippits that wouldn't amount to anything so for now I'm just going to list what I think is favorable, even, and unfavorable and leave it that for tonight and then slowly write down why I think such things. It'll probably end up being one or two match ups at a time.


Favorable

Parasoul
Cerebella
Painwheel* ( @Tomo009, you've really got me thinking about this. I've beaten plenty of painwheels using the start you've mentioned. But I've also been mauled as a result too. Let's discuss it as time goes on.)


Even

Painwheel* (seriously I'm on the fence about this one)
Squigly
Double (Some thread awhile back I said this was one of Peacock's worst. I was dead wrong. After I quit playing it like I owned the screen it's much more even.)
Peacock (obviously. That aside, this is the prime example of the importance of team building. Whoever has the better support easily has the advantage and can retake it in an instant)

Unfavorable

Filia
Valentine (Watching @mcpeanuts at So Cal regionals actually gave me an idea of the proper way to play this matchup. Even with that knowledge, it's still not in Peacock's favor. It's not half as bad as I previously thought though.)
Ms. Fortune
Big Band



Assists that always make match ups better:
Updo
Napalm Pillar
Hornet Bomber
Hairball
Cerecoptor


Assists that usually Make match ups better:

Fiber Upper
Drag n Bite
Battle Butt
Napalm Shot
Luger
Excellabella
Brass Knuckles

Assists that always make match ups worse:

Hornet Bomber
Cerecopter
Updo
Napalm Pillar
Peacock's heavy punch
Boxcar George
Napalm Shot
Brass Knuckles
Any other lockdown assist

Assists that sometimes make match ups worse:

Merry Gorilla
Diamond Drop
Battle Butt

 
And Painwheel.

It is rough assist-less. It is impossible if she is assisted.

If you'd like to get a few games in I'd be glad to give you pointers vs PW, and I Could damn sure use the Peacock experience.
 
Sure. Let's do it. I'm due to put Peacock back on point nowadays anyway.
 
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Even: Painwheel

mj-laughing.gif
 
peacock destroys squigly
Not according to Korean 1v1 since gfarmers solo squigly tends to beat mulnims solo peacock, and both players are pretty damn good.

The jury's still out on teams though. Most squigly players from what ive seen that are team based dont use ALL of squiglys tools for combatting fullscreen projectiles.

Right now team cock beats team squigly but it might be different in the future.
 
I'm willing to beat a picture of me eating a shoe that peacock will always have an advantage over squigly unless mike pulls some shit. Even 1v1, peacock still handily wins it.
 
Re: OP: Swap filia/val with big band.

I don't know how much weight this has, but I did a long set with flotilla. http://www.twitch.tv/worldjem/b/513129513

You 2 are both playing the set pretty differently to how it plays in my head.

Flotilla is the parryingest Big Band and I was trying to learn how to parry Peacock's patterns a little better while watching, I struggle to do those plane and bang and bang bang bang parries on reaction. He manages to get quite a few jump ins by parrying planes but I feel he wasted a lot of his ground parries. The parry gives you a gap to really go for something I think, in particular a nice little space where you can do HK giant step.

I also feel Flotilla was being a little too patient, he let you throw bomb patters which I find a little odd, as BB can easily interrupt static Peacock's zoning with kara HP knuckle if she isn't respecting it. Age likes to be highly mobile in this matchup, he rarely throws more than 1 bomb when he knows I have charge and doesn't spend much time on the ground outside my HK A train range. He is very slippery as he knows how easy it is for BB to just ignore his lockdown patterns.

I feel you weren't respecting Big Band's powerful spacings at some points in the game, also the main thing I noticed is you missed a LOT of big punish points and the ones you took, you seemed to squander on short string into Argus. Peacock can do so much to Big Band after landing a decisive hit and I feel you should have been taking those opportunities. You probably know, but Argus is a guaranteed punish on knuckles no matter the spacing, there is nowhere where BB can get this blocked and not be sure to receive the Argus in retaliation. Though Flotilla wasn't really using knuckle much so I guess you didn't need to discourage him.

And this is entirely down to playstyle but I noticed that Flotilla liked to start using his unsafe options once he was in, going for hard reads I think. I like to apply pressure there as I feel that BB has a lot of it then go for the mixup when my opponent is under pressure.
 
I hate that you have to spend meter in most cases to punish BB with Peacock, so if that happened and I didn't punish, that's why.

I do better as the set goes on.

The way this matchup is played is that:
  • Big band has his gigantic high damage moves
  • peacock needs to bait it
  • big band stops doing the moves so he doesn't get punished
  • peacock can start throwing stuff
As long as peacock doesn't leave herself too open she can throw stuff.
Argus will beat anything aside from his level 3, but you don't want to just throw it out randomly because he can just parry it.

Also, best way to block BB is high block and just jump step if you're far enough.
 
You 2 are both playing the set pretty differently to how it plays in my head.

Flotilla is the parryingest Big Band and I was trying to learn how to parry Peacock's patterns a little better while watching, I struggle to do those plane and bang and bang bang bang parries on reaction. He manages to get quite a few jump ins by parrying planes but I feel he wasted a lot of his ground parries. The parry gives you a gap to really go for something I think, in particular a nice little space where you can do HK giant step.

I also feel Flotilla was being a little too patient, he let you throw bomb patters which I find a little odd, as BB can easily interrupt static Peacock's zoning with kara HP knuckle if she isn't respecting it. Age likes to be highly mobile in this matchup, he rarely throws more than 1 bomb when he knows I have charge and doesn't spend much time on the ground outside my HK A train range. He is very slippery as he knows how easy it is for BB to just ignore his lockdown patterns.

I feel you weren't respecting Big Band's powerful spacings at some points in the game, also the main thing I noticed is you missed a LOT of big punish points and the ones you took, you seemed to squander on short string into Argus. Peacock can do so much to Big Band after landing a decisive hit and I feel you should have been taking those opportunities. You probably know, but Argus is a guaranteed punish on knuckles no matter the spacing, there is nowhere where BB can get this blocked and not be sure to receive the Argus in retaliation. Though Flotilla wasn't really using knuckle much so I guess you didn't need to discourage him.

And this is entirely down to playstyle but I noticed that Flotilla liked to start using his unsafe options once he was in, going for hard reads I think. I like to apply pressure there as I feel that BB has a lot of it then go for the mixup when my opponent is under pressure.

There isn't a lot you can do off of ground parry from a distance against Peacock. You can giant step or brass, but against a Peacock who knows when to time their projectiles you won't be hitting them with that too often. Additionally, ground parry freezes you in place and makes you commit to parrying anything that comes at you before your parry animation finishes, meaning that it's a gamble to do when Peacock has stuff like item drop.

I was going even with Worldjem (before the stream) because he thought that he had to play Peacock defensively without realizing that you can cancel ground specials into argus to completely negate the threat of giant step, or that it's difficult for BB to hit you from fullscreen with brass because he needs to kara s.MK first, which are precious extra frames for Peacock to continue a projectile string. Once he learned these things, he took full advantage of them and made sure that I couldn't dictate the game's pace from a screen away.

Big Band isn't such an unbeatable beast once you realize these things, he definitely has to get in there to do well against an opponent who is familiar with what he can do. Against Peacock especially his rushdown skills are invaluable because of the aforementioned downsides to his long-range specials. My rushdown skills with him need some work, too :p

To the original OP, yeah. You can't play Peacock against Big Band like you can with everyone else, but it's DEFINITELY not an unfavorable matchup.


Oh, and my matches with worldjem made me wish there was a giant step feign, hah.
 
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I am not sure why some people in this thread believe that fortune beats peacock instead of the matchup being even. It seems like a classic cat and mouse matchup and I am not seeing what tools overpower peacock.
 
Peacock players say "Fortune wins this matchup because the head eats all the bombs"
Fortune players say "Peacock wins this matchup because the head eats all the bombs"

Ladida~
 
Temple, it's because Fortune has arguably the best mobility in the game against a zoner. She's a double jump character, air dash character, and HK Fiber Upper launches her practically half screen with the possibility of the invincible frames going through a bomb or fireball. She definitely has a positive matchup compared to a good number of the cast members.
 
I don't have a ton of experience with Peacock vs BB but one tool I've found useful is dash jumping in with j.LK. This should beat most of his mid/fullscreen stuff (Brass/Giant Step/A-Train?) due to its large hitbox and 3 hits. Depending on the timing, Brass or A-Train could win, but the risk/reward is in your favor since you get a full combo if j.LK hits. If he anticipates this he can Beat Extend, but it's risky. I'm not sure how things may go down if he takes to the air; if he goes up or forward, j.MP should beat his options clean. If he jumps backwards + cymbals, you can just block or dj backwards.
 
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Pre-nerf Fortune could just zoom-ram the head into ground bombs over and over and the cooldown reset meant it could occupy 100% of Pea's LK/MK bomb throwing by itself, and if basically anything disturbed straight bomb spamming for a few frames it would be under Pea's feet in an instant. With the cooldown nerf the body (which has better tools to navigate Pea than most characters) has to stop Pea from getting LK bombs out for the head to get into the wreck-Pea-zone, and having the option to head-spike from head-on Fortune is often a better idea. That little nerf completely changed the matchup, dunno if it was acknowledged somewhere in this thread.
 
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I don't have a ton of experience with Peacock vs BB but one tool I've found useful is dash jumping in with j.LK. This should beat most of his mid/fullscreen stuff (Brass/Giant Step/A-Train?) due to its large hitbox and 3 hits. Depending on the timing, Brass or A-Train could win, but the risk/reward is in your favor since you get a full combo if j.LK hits. If he anticipates this he can Beat Extend, but it's risky. I'm not sure how things may go down if he takes to the air; if he goes up or forward, j.MP should beat his options clean. If he jumps backwards + cymbals, you can just block or dj backwards.

Yeah, I feel like Peacock vs. Big Band is more or less a clean 50/50, maybe putting it 55/45 in Peacock's favor. They both have the tools to deal with each others shenanigans. Band always has Brass to armor through gaps in projectile spam, he can negate chip with parry if he's feeling lucky, and a well placed Giant Step can stop Pea's garbage spam before she even gets started.
On Peacock's side, it's actually relatively frustrating for Big Band to get through to her once she has gotten momentum. Trying to brass through bombs and garbage and more often than not a zoning assist gets you Argus'd or plain old smacked for 2k projectile damage if you aren't careful. Crossup teleport and Telebomb beat a lot of his options as well. Plus, as Skippy said, the risk/reward for j.lk when you're close to Big Band is pretty favorable.

So yeah, they both have answers to each others shenanigans in my experience. Of course I'm just being long-winded. Flotilla pretty much acknowledged the matchup already just a couple posts ago.
 
Temple, it's because Fortune has arguably the best mobility in the game against a zoner. She's a double jump character, air dash character, and HK Fiber Upper launches her practically half screen with the possibility of the invincible frames going through a bomb or fireball. She definitely has a positive matchup compared to a good number of the cast members.
not headless.....oh no she doesn't she has NO INVICINCI.

its like......if you choose to go head off you better be midscreen and hold the position otherwise at fullscreen......fortune ain't gettin shit
 
not headless.....oh no she doesn't she has NO INVICINCI.

its like......if you choose to go head off you better be midscreen and hold the position otherwise at fullscreen......fortune ain't gettin shit

Okay lets cover this. I went into training and tested lots of approaches, the viability of fiber and trying to barrel through with the head, the whole nine yards. I tried it will a couple varieties of Peacock projectile spam, too.

First of all, it's your choice to take off the head if you're going against Peacock. You don't start the game with it off. You don't tag in with it off. If you see that Peacock is on their team you can either not take it off or put it back on while Peacock is switching in after a character death. Granted, there are plenty of situations where you won't necessarily be able to do that but a good amount of the time you'll have the option.

Second, don't victimize headless Fortune. Even with vulnerable Fiber, super jump > double jump > air dash goes over Peacock's standard zoning patterns. If they do a quick item drop instead of bombs and knock you out of the sky, you're still fine because even on hit item drop animation takes a while and Peacock isn't going to immediately follow up with more projectiles. Even when Peacock calls things out as fast as possible you will have time to jump again when fullscreen.

Third, the head really isn't a liability, even fullscreen. The bomb chip damage to the head is, quite honestly, almost irrelevant unless you let Peacock hit it for free for a while. Fullscreen, you can simply mash HP while doing your movements to try and make the head become relevant. If the head is midscreen or close to Peacock, congratulations! She is probably scared of it and will either spam it with bombs (giving you an almost free approach since she can only have two bombs out! plus the head blocking ground bombs means you only have to worry about s.HP if you run in!) or she will back off and use j.hk or something (you now get to run in since you are much faster than her!). Yay! Isn't it weird that the character with the second best mobility in the game has a decent matchup against a zoner even WITHOUT an invincible gap closer or fullscreen puppet?
 
Some interesting stuff i'm sure.
i would like to see footage of this. i'm sure 1v1. this is the case since i've done so. however......play a team with the full on purpose to not only chip and keepaway but punch the head away?

again i want footage of such applications. i'm not victimizing cause then i would say her head needs her buff. i'm just saying such facts with the most ideal motions in mind. i know full well of whether to take head off or keep head on. i appreciate you illustrating your points but i'm having a hard time seeing such things working out for fortune headless.
 
If I may,
Peacock is unable to zone if the head is close to her, that part is obvious.
Fortune can poke her head with c.LK + zoom to bridge the gap between her and Peacock to corner Peacock until she can't throw things any more because the head is too close. She'll be forced to do something else.
Peacock has to commit both ground bombs to slow down the head from zooming over to her, which means Fortune is lot more free to approach from the air with Fiber and Airdashes.
The standard plane zoning patterns leave enough time for the head to approach with zoom.

* Two ground bombs to stop the head, and she can use the air.
* Plane George to 'impede' her air approach, she can zoom the head over Peacock.

play a team with the full on purpose to not only chip and keepaway but punch the head away?
I mean like, Fortune has way more tools than everyone else to make the match up better compared to others who can only jump or dash around and have to get through the minefield cleanly.
Zoning assists: LnL H doesn't hit the head, Hornet has to be aimed well, and barely knocks it back.
Brass H does hit the head backwards but only if it's close to full screen so the punch can come out.
So even on a team it's still not that different.
 
If I may,
Peacock is unable to zone if the head is close to her, that part is obvious.
Fortune can poke her head with c.LK + zoom to bridge the gap between her and Peacock to corner Peacock until she can't throw things any more because the head is too close. She'll be forced to do something else.
Peacock has to commit both ground bombs to slow down the head from zooming over to her, which means Fortune is lot more free to approach from the air with Fiber and Airdashes.
The standard plane zoning patterns leave enough time for the head to approach with zoom.

* Two ground bombs to stop the head, and she can use the air.
* Plane George to 'impede' her air approach, she can zoom the head over Peacock.


I mean like, Fortune has way more tools than everyone else to make the match up better compared to others who can only jump or dash around and have to get through the minefield cleanly.
Zoning assists: LnL H doesn't hit the head, Hornet has to be aimed well, and barely knocks it back.
Brass H does hit the head backwards but only if it's close to full screen so the punch can come out.
So even on a team it's still not that different.
you forgot....cerecopter.......(plz do not ask why people run that assist but i swear to god i seen it). i understand what you all are getting at but i don't understand how this is possibly in fortune's favor if infact fortune goes headless. i would like a video of someone doing headless vs peacock so i can take notes on the matchup
 
i would like to see footage of this. i'm sure 1v1. this is the case since i've done so. however......play a team with the full on purpose to not only chip and keepaway but punch the head away?

again i want footage of such applications. i'm not victimizing cause then i would say her head needs her buff. i'm just saying such facts with the most ideal motions in mind. i know full well of whether to take head off or keep head on. i appreciate you illustrating your points but i'm having a hard time seeing such things working out for fortune headless.

I wouldn't know where to find footage of it. I could play a set with Kidpanda sometime or something but my computer would fry if I tried to record anything.

To address the rest, most assists will whiff the head, and therefore not be a problem for you, because... well... It's a head. Very close to the ground. Very small. When people aim for the head they usually really have to commit to it by going low, or in this case throwing bombs. Someone running Cerecopter assist sometimes doesn't change the fact that in general the head is a great tool. I forgot to mention that the head has an anti-air DP that you can use to jump bombs, too. You could sit fullscreen up-backing against Peacock and just do that a few times until it's close enough to pressure her. Zoom! > Feline Allergies (I think her DP name) is godlike.

And this is still just talking about the head. You don't seem to want to acknowledge that Fortune has great air mobility to get through Peacock's barrage even without the head. Super jump and double jump gives you just as much height and distance as Filia using super jump > LK Airball.
 
I wouldn't know where to find footage of it. I could play a set with Kidpanda sometime or something but my computer would fry if I tried to record anything.

To address the rest, most assists will whiff the head, and therefore not be a problem for you, because... well... It's a head. Very close to the ground. Very small. When people aim for the head they usually really have to commit to it by going low, or in this case throwing bombs. Someone running Cerecopter assist sometimes doesn't change the fact that in general the head is a great tool. I forgot to mention that the head has an anti-air DP that you can use to jump bombs, too. You could sit fullscreen up-backing against Peacock and just do that a few times until it's close enough to pressure her. Zoom! > Feline Allergies (I think her DP name) is godlike.

And this is still just talking about the head. You don't seem to want to acknowledge that Fortune has great air mobility to get through Peacock's barrage even without the head. Super jump and double jump gives you just as much height and distance as Filia using super jump > LK Airball.
you assume i don't acknowledge it. but here's my stand on it. the head is a cool nifty tool that once people know full well of what the head can do. its not as dangerous nor as amazing as peacock players pinned it out to be. like i said i want footage because even khaos is having trouble with the matchup.

pretty much if you can guess right on the start of the opening is where it dictates how peacock can play her game. if fortune guesses wrong it'll be 10X hard to chase down. of course there can be setups where you leave the head at a certain position to catch teleports. DP is not reliable btw its cool down is just.. no. yes it jumps bombs but really it doesn't cause an alarming raise to peacock.

trying to get the head midscreen if she teleports and gets away with it is a pain if peacock player use big band it will hit midscreen and push head back.

TL;DR

peacock can have a field day with headless. ergo keep head on unless you got some alien invasion plan that's designed to keep peacock.
 
Yeah head-off is pretty bad against Peacock+brass, because if BB touches it once, then Fortune has her head at the back of the screen doing jack shit, in cooldown, and getting hit by any ground bombs she happens to dodge. It's not bad against Doublecock though. As Peacock, one thing I'd like to experiment with is using s.MK against the head. It has a disjointed hitbox, it launches, and you can cancel it into jump, s.HP, or whatever specials you please.
 
SG would be the perfect video game if Peacock could MK the head then snap it and it would cause a wallbounce if it hits Fortune's body
 
This doesn't exist anymore ;_; Did you upload it anywhere?

No, I forgot about it and didn't highlight it. Sorry.
 
Curse her with all your heart and all your soul


But on a more serious note

FULL SCREEN
You can't lock her down the same way you would anybody else. So if she's full screen and you're in a fireball war:
Bang Bang Bang is useless so only use bombs.
Hold item drops instead of releasing them immediately.
Force her to jump. When she does, she'll probably throw an air fireball to stop your assault and force her way in.
Fake teleport to dodge air fireballs.
Drop items as she lands, that way she can't run past the bomb from fake teleport.

Keeping her at full screen would basically look like this;
s.Hp~air show~gdo (fukua should be jumping or double jumping around now if she didn't just super fireball you)
if she supers then block, reposition, and start over. She shouldn't have gained much ground.
if she (double) jumps and throws a fireball then call a shadow and fake teleport to dodge the fireball, drop the shadow as she lands and she'll have to block both. From there repeat the process.

3/4- 1/2 SCREEN
You don't want to be here. Clones and bff becomes a factor at this range. Call a medium shadow because she'll be past heavy shadow's range before you know it. Hold this space ransom and use gdo to try to cover your movement. I'd say you want to retreat, but beware of how close your back is to the wall. If you have to approach, don't challenge her without a shadow whether you're in the air or on the ground. If you want to jump over her or at her, just jump and block. Be ready to tech an air throw and try to drop the shadow before she can start a block string. Otherwise, use your bombs and assists to cover your teleports as you need to and get away from her.

CLOSE RANGE
Pray.
Be on offense.
Grab so you can stay on offense.
Always block low, she has plenty of lows but only one reliable overhead and you can reversal that so keep your eyes peeled for visual cues.
Push block any jabs or light kicks you see.
Learn to pbgc so you can reverse the situation.
Make her block a bomb, shadow and/or assist while you get out of there.
Do it in that order.



There may be better ways to fight this matchup. My fullscreen tactics are what I just noticed worked the best this past Friday. There are no other ways to win the fireball war cleanly as far as I know. Midscreen is something I'm just now starting to work out. Close range tactics are pretty universal for fighting Fukua as far as I know. She's weak to throws. Only her lvl3 and lvl5 can beat them so practice meaty throws on her wakeup options. You'll want a dp assist and either a lock down assist or forward assist.
 
I did a 1v1 write up, because I don't know what team he runs and if it has any good horizontal assists.

If it's Peacock + forward assist then it's simply:

Get fullscreen.
Run shop. (s.Hp~assist~airshow~gdo, s.Hp~shadow, repeat)
Don't get snapped.

Projectile assists won't really cut it unless it's Fukua's love dart.

Edit: Midscreen and close range write up still applies. Don't let enemy Fukua's bait your dp assist.
 
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Guys, we need to talk about this Beowulf match up. He's no joke.

Important things to figure out/talk about:

J.Hp too stronk
Beating Hop Dash backed with assists
What to do when he throws H Hurting Hurl
How not to get fell screen swept
What to do after he's full screen swept you and gotten in for free
Wulf Blitzer and how to make your bombs matter when he uses it properly
When you should bother with bombs
How to use shadow to control this match up
How not to eat 120 inch Python when he gets closer than full screen (I'm thinking of using Lenny as a wall if you can react and get it out fast enough, haven't tried it yet)